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Orrish Types

Posted on February 12, 2025 in Steel-Realms

Steel Realms

The Orrish of Helca are not typical of the other Orrish of the iVerse. They come in several varieties of off or mixed ancestry. Most dwell in the Dark Lands.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Fecund Swarm

Posted on February 7, 2025 in Steel-Realms

Steel Realms

A Fecund Swarm is a swarm of creatures made up of Blood Worms, mosquitoes, and centipedes. Once created, they cover a target area and deliver a potent set of irritants, damage, and disease. Once they damage a target, they spray blood blinding everyone in the swarm until they take an action to clear their eyes.

This creature is part of the Steel Realms Bestiary, but is uniquely associated with the Orrish in the Dark Lands.

  • Summoned by Orrish witches, warlocks, shamans, and priests.
  • A ‘conjure-bag’ made of humanoid skin which is cut open and the swarm spills forth.

i20™ Swarm Details

Base statistics of a (20′ cube) Insect Swarm; like all swarms, if a target leaves the area (to outrun them), they get an attack of opportunity – this cannot be negated due to sheer numbers. They are +5 attack bonus; in addition to damage, the target must make a DC 10 Constitution/Vigor check or the damage is aggravated. The victim loses 1 health per round until 4 (2 if a half swarm) is taken. Additionally; Once the damage a target, they spray blood blinding everyone in the swarm until they take an action to clear their eyes.

iCore iCore™ Swarm Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Bloodworms

Posted on February 7, 2025 in Steel-Realms

Steel Realms
Bloodworms are a disgusting creature that is bred in the Dark Lands by the Orrish trap master all over. It is a key ingredient in Wormblat and creating a Fecund Swarm. Individually they are relatively harmless, though aggressive and will latch on like a lamprey and drain blood slowly.

This creature is part of the Steel Realms Bestiary, but is uniquely associated with the Orrish in the Dark Lands.

The worms are raised in a bed of offal and blood, and rituals are spoken over them by the trap masters as they play a torturous bone whistle or pipe. unholy water is added as well as flesh from the dead. The worms grow to 25cm in length, and have a toothed mouth.

The Blood Vurms were originally created by Gorvyrm, Master of the Blood Vurms. Some of their stock was once stolen from the The Fields of Blood by the Orrish to create their Bloodworm pits.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Orrish Trap Masters

Posted on February 7, 2025 in Steel-Realms

Steel Realms

The Orrish are well known for their use of traps. This is a known element when dealing with them, and when exploring their lairs and camps (even outside the Dark Lands), it is prudent to take time and care whenever maneuvering through them. There is a role within their society that amounts to a ‘Orrish Trap Master‘ – proficient in creating all manner of traps and tricks with a crew of attendants learning and assisting as part of the Orrish Fighting Forces. There is no signifier for this that has ever been seen – i.e. one cannot tell a goblin trap master from a normal raider. For a goblin raiding party, much of what they do is improvised. Within a group, each one carries crude trinkets, baubles, and materials that the trap master can use, that accumulates as they raid places and get materials. In addition to the normal damage and inconveniences, the trap master also specialize in the making of Wormblat and using materials in The Underlands.

Poisons: Making Wormblat: The care of and use of Blood Worms in making Wormblat is mostly left to the trap masters. Additionally, there can be Carrion crawler mucous, if crawlers are present.

Common Trap Elements

Razor Web from the Spiders of Go-Zen

Stone Caltrops: These are often in a corridor covered with flat plates of stone than will sustain weights of under 100 lbs and break under more.

Breath Stealer Spore Traps: These are small mushrooms that are cultivated mostly by the goblins of the Orrish. They are covered in a dirt brown cap. Cooking them in Orrish urine is enough to make them edible to goblins. Patches are planted then pulled from a patch and placed so that they are nearly unseen and a fleeing goblin can trigger them behind them as they run past. Any character passing through the 5 ’cube of spore clouds without covering their mouth will have a chance of asphyxiation.

  • The character must make a DC 10 Constitution check or their throat will constrict. They will take 4 damage and a measure of Exhaustion right away. Unless they rinse their throat with alcohol (wine, beer) or a specific antidote, they will rake 4 damage per round and not be able to use any measure of Concentration.

Guardians:

  • Shrieker Tunnel Guardian
  • Piercer tunnel guardian. Ambush from above.

i20™ Trap Master Details

Weapons

  • Dart Thrower: A stationary 3 vertical ‘dart bow’ – Range 30/80 only – this can be triggered by any and quickly reloaded; Made by goblin Trap Master for use in small warrens.

iCore iCore™ Trap Master Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Ebon Shrikes (agents of the Unholy Trio)

Posted on February 6, 2025 in Steel-Realms

Steel Realms

The Ebon Shrike is a spirit from the abyss summoned by a priest of The unholy Trio for 1 year (through a blood offering ritual). It is always in pain, always vicious and angry. It looks like a disheveled crow, and loses feathers whenever it alights, only to grow them back in a moment with blood oozing from the creature. It is silent and deadly. It can detect familiars in 80m radius, or anything acting like one (with a link to a master). It does not communicate except in a low raspy, coughing voice that sounds like its choking on blood and sand.


i20™ Ebon Shrike Details

It bas the base stats of a Stirge
> AC 15, Fly 60′

When it kills a familiar, its bound master is targeted with a False Life spell for 5hp.

When the creature dies, it explodes and scatters its blood in a 5′ radius, doing 2d6/7 necrotic damage.

iCore iCore™ Ebon Shrike Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

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